Spellbreaker, custom base class.


Homebrew and House Rules

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CHEEPENBULKY wrote:

and a two cents on the tweaked arcane sight you added. I would say have only detect magic at lvl 1. Then at lvl 5 the spellbreaker gains arcane sight without use limits (the spell is permanency-able after all) and greater arcane sight at int/day uses. Maybe even hold off on GAS till lvl 10, since it isn't cast-able by anyone till lvl 13.

having all three at lvl 1 is a little much. also idk if its just me, but granting arcane sight and greater arcane sight at the same time, and with same uses per day seems a little off.

Well I am blind. Sorry I missed the blurb "at appropriate levels" silly me. Though I'm still going to push for no limit on Arcane Sight, unless you can think of a way that would be too much more broken than getting permanency cast on it.


Cheapen your archetype would be perfectly balanced, if not for the stun duration on Magic Feedback.

It's kind of overly much, since you could literally subder a spell and then coup de grace the caster without a sweat. I say, make the stun duration equal to half your charisma modifier (minimum 1) which could allow those who -really- want it up there in several rounds to get it at the cost of over-specialization, and still keep them within 2-3 rounds AT MOST. While the majority would have a good 1 round of near-helpless wizards, which is plenty good to charge in on them and trip them, then Stand Still and attack with your spear. While they fail concentration checks.

P.S. When I was first writing about it, I was kind of thinking of another ability while writing that!
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I don't think that's really needed. If anything, the Spellbreaker could simply get a friendly caster to cast permanency on him when he casts Greater Arcane Sight.


What if I did half spell level, rounded down, minimum 1 (or 1/4 hd for SLA since feedback does SLA as well as spells)? I want to tie it to spell level somehow; since you are essentially shocking the caster with the power of the spell. That would top out at 4 rounds. and for most of the early game it would be 1-2 rounds, finally getting to 3 rounds towards the mid teens. Which seems pretty similar numbers wise to your idea, and nearly on par with stunning critical.

P.S.: need an opinion here, should MF downgrade to sickened, dazed, or staggered on a successful fort save?


@ Gulian,

Thanks for adding Spellvoid to the doc. I'm honored. Spellvoid currently refers to "Anti-Magic Fortitude" which you've renamed "Mystic Fortitude" (which I like). Can you make the necessary edits in the doc for the Spellvoid entry?

I have some questions about Spell Sunder. Does it trigger an attack of opportunity as normal sunder attempts do? Relatedly, can the SB take feats such as "Improved Sunder" and "Greater Sunder" and apply them to Spell Sunder? You may have addressed this earlier in the thread so I apologize for missing it. Assuming the answers to both is 'yes', I suggest making it explicit in the entry for Spell Sunder that Spell sunder provokes attacks of opportunity (as per normal sunders) and the sunder feats can be applied to Spell Sunder.

Re: Energy Channel (and Spellvoid's Anti-magic Fuel), it currently seems that an SB can use the ability to cast a spell even if he doesn't have a high enough Intelligence score to do so (e.g. casting a 6th level spell even though the SB has a 15 in Intelligence). Is this intentional? If not, I suggest adding to the ability's entry: "To cast a spell via Energy Channel, the Spellbreaker must have an Intelligence score equal to at least 10 + the spell's level"


I think that works just fine Cheepen! I checked the Anti-paladin cruelty, and it work for about 5 rounds of stunning, although you have to he very in-your-face to get the touch of corruption off.

Adding it to the doc on Monday!

I think dazed could be fine thematically, if you're looking to do that.

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Yes to both of those dpb. It indeed provokes an attack of opportunity, so rushing for Improved Sunder is very advised. (13 STR and power Attack prereq, basically.)

Improved Sunder's bonus applies to Spell Sunder as does Greater Sunder, however anything besides the bonus of Greater Sunder doesn't really work with Sundering a spell.

I'll add those in to the ability as a clarification.

And good point about energy channel! I'll add that in.


Hey All,

The class has really been polished! Its looking fantastic. I noticed that you incorporated some of my writing and I wanted to know if there was anything else that I might help out with?

Still reading through the archetypes which are looking equally stellar.:)

Cheers
Volf


Gulian, what are your thoughts on giving the SB the Disruptive feat at level 6 when it becomes available to fighters? Thematically, the feat fits with this class and currently the SB would have to wait until level 8 and choose it as his bonus feat. I don't think this would be terribly unbalancing because if the SB were to get Disruptive at 6, he'd be at 4 bonus feats, putting him in the same range as Magus (3 bonus feats), Monk (5 bonus feats), and Inquisitor (4 teamwork feats).


I think being able to get that ability before the Spellbreaker, no matter how thematic, should remain a fighter shtick, honestly. It's not entirely gamebreaking and Cheepen has made an archetype around it too!

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I'm real sorry I wasn't able to edit and add somethings into the doc. I think I've got a very bad case of food poisoning here.

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Nothing comes to mind immediately Volf. Maybe the Spellbreaker Adept could use some wording enhancement, though. Possibly better flavor text to depict their flavor and perhaps something in place of the Mark ability. I may want to put that into another archetype based upon imprisoning and "taming" a single spellcaster to your will.


I mentioned it once, and it seems I was overlooked. So here it is again.

Is there a way to shut down monster abilities, and can there be an archetype that turns this guy into a Blue Mage type thing (a la Final Fantasy) that steals monster abilities for himself? Cause that would be awesome.


That sounds like a possible thing, sure. And yes he can. His abilities specifically mention how the they deal with spell-like abilities, which is what most monsters have.

What exactly do you want to see in the Blue Mage, exactly?


My bad, I forgot about that and overlooked it when I reread it.

Well, typically the Blue Mage gets hit with a spell, spell-like ability or monster-specific attack and gains the ability to use it temporarily to knock the bad guys around. So maybe some sort of pool ability that allows him to absorb powers after surviving a hit from them and use them for a short while on whatever hit him.


It's kind of similar to Energy Channel. The classic spellbreaker does this only with spells he gets hit by, but resists or spells he sunders.

Then the Spellbreaker Adept can use both spells and spell-like abilities to fuel his spells there-after, which can be either divine or arcane, depending on his spell choice. (He can switch out a spell learned from the wizard progression to learn a spell from the cleric spell list.)


Well, I guess there isn't much in the way of monster abilities after the spell-like ones, is there? The only thing coming to mind is Slam from the mummies.


is it dead? or finished?


Currently revising it.


Revising it because I feel that over the course of its developement, it became too outlandish and complicated when compared to the current system, and looking back it was already that when I first started it.

I'm going to do a partial or full rewrite of the class and then post it. Depending on which version will be considered the best, I will continue to develope that one. Then I will also try to organize a playtest of the class within a short one-time game and see how it plays out in combat.

Depending on things, I shall either change Spell Sunder to be a counterspell effect based upon a pool of points, as we can see with the Arcanist, but with much easier and early level accessability, or move it to be more in line with the Spell Sunder mechanic of the Barbarian or the dwarven racial feat.

Energy Channeling may also be modified in the form of being moved earlier into the Spellbreaker's levels and simply limited to the list posted by DPB for his archetype somewhere, basically anti-magical things.

It's all a bit liquid at the moment, but I'm hoping to crystallize it by the end of next week into something workable.

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